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(+2)

Alright, so basically it's Super Metroid, but holy hell it's really well done. I like where this is going.

The art style and atmosphere are great. I really like the little touches, like how water and goo moves and the swaying of plants when you walk by. 

I thought the oxygen limit would be frustrating, but there are only select rooms that don't have air, and the mechanic adds some urgency to the gameplay. You get enough time to explore, but there's a sense that you need to keep moving to stay safe. I'm guessing this might get expanded upon in the full release.It also adds to the feeling that you're not some superhuman, but a person stuck in a messed up situation.

The only issue I think is the amount of health the boss has. It takes a really long time to kill and the flying one hit creatures don't give a lot of missiles. Then again, the missiles take off quite a big chunk of health off the boss, so it's probably for balance.

(+1)

Thanks for trying the demo. :)

So.. yes, I'm basically trying to make super metroid but not super metroid at the same time, more things will likely change at a later point in time to differentiate the games more but it will always look / feel like super metroid.

Just wanted to give some more clarity on that subject.

Atmosphere is a pretty big deal for me which you've probably noticed. ;)

Yep, you're pretty much correct about the oxygen part.

I've gotten this comment about the boss a couple of times now, regarding that the flies do not drop enough stuff, so this will be addressed at some point.

I may look into the boss health as well since I know the fight can get long if it gives you the wrong patterns.

And you're pretty much right about the missiles as well, I don't want the player to have a large amount of missiles (ie: be overpowered) therefore the upgrade(s) only add 2 to maximum missiles.

Which in turn will hopefully force the player to use the standard beam weapon more later.

Anyway, thanks for the feedback and glad you like the game. :)